RimWorld

RimWorld

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[RH2] BCD: CASEVAC
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
15.055 MB
Aug 1, 2021 @ 6:41am
Apr 4 @ 10:11pm
7 Change Notes ( view )

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[RH2] BCD: CASEVAC

In 1 collection by Chicken Plucker
Red Horse²
20 items
Description

Evacuate casualties out of contact faster with your pawns working as a team with this CASEVAC mod!



CASEVAC allows rescuers to have up to 4 pawns help carry a casualty to the nearest hospital bed. This speeds up their movement with each added pawn, saving precious time to get the casualty further medical attention.

What is BCD?
Battlefield Casualty Drills, medical procedures in the event of a casualty in combat.

What is CASEVAC?
CASEVAC is short for "Casualty Evacuation" which can be done by land or by air. When casualties are evacuated, soldiers are trained multiple methods of carrying the casualty to speed up their evacuation.



The following mod adds:
- New rescue type called "CASEVAC"
- CASEVAC allows up to 4 pawns to help speed up the move speed of the rescuer for each added pawn
- Can only CASEVAC your own colonists
- Can be prioritized in skill menu

Summary: When you choose to CASEVAC, a pawn (up to 4) may join in and will increase move speed of the rescue. Move speed is affected by terrain type and pawn's movement capability.

Clarification:
CASEVAC adds 25% move speed of each extra pawn. This means a total of 4 pawns performing the casualty carry adds up to a total of 100% + 25% + 25% + 25% = 175% of all involved pawns' move speed capacity. Their speed isn't going to be 400% faster, the total is limited.

Demonstration:




No other known mod conflicts (yet)

Combat Extended Compatible?
Should have no issues with combat extended.

Safe to enable mid-save?
Yes.

Safe to disable mid-save?
May cause errors



Please consider to:
[ko-fi.com]

So I can use the money to buy the casualty a tourniquet for their neck!
(Note: This is a joke. Never apply a tourniquet on someone's neck.)





Credits:
Taranchuk - C#
71 Comments
Chicken Plucker  [author] Apr 2 @ 12:53pm 
@Kris
@Herd - Hey guys I know my reply is late but an error log or a way to replicate the issue would be the only way we can get this sorted.

That being said I may have run into the same issue or an entirely new one with prisoners.

I'm going to push the 1.5 update for now, but I'm waiting for Taran to fix it, cause I generated a log for him to go through for that one, cheers
Herd Feb 13 @ 8:59pm 
@kris same issue, doesn't work for me anymore, no idea why.
Kris Dec 9, 2023 @ 5:43am 
can somebody help? it doesn't work anymore. When I try to casevac a downed pawn, the first guy who casevac him just took him and block the other who want to help.
Chicken Plucker  [author] Nov 5, 2023 @ 5:10pm 
@hottt3 - Just downed

@Pille - You can queue jobs with RimWorld by holding shift and issuing a new command.

For your second request and I do apologise for the late reply since I've been busy, I've got a lot of things and other features to sort out for other mods at the moment, but I'll consider it since it could be helpful. The only thing stopping new features are resources and time, since I commission a coder to help out for the C# end of the mod
hottt3 Oct 20, 2023 @ 8:15pm 
Thanks for the mod! It is not clear from the description whether it is possible to evac all wounded pawns or only downed ones?
Pille Jul 14, 2023 @ 3:40am 
@ All:
Can you preselect several pawns to rescue or do you have to select one, start the rescue and then manually select others and add them each manually to the carrying job?


@ Chicken Plucker:
"Injured Carry" also lets you rescue pets and even colonists who are injured, but not downed yet. Of course that mod doesn't have the realism of rather slow carrying with the amazing mechanic of speeding up the carrying speed by adding more pawns to the rescue. Is there any chance of yo adding rescuing pets and maybe even not-downed-yet colonists?

Thanks for your great work!
Azarashi (Esp) Mar 4, 2023 @ 2:17am 
thanks :)
Chicken Plucker  [author] Jan 8, 2023 @ 5:13pm 
I've gone through most unadressed questions since the last time I've commented here, I stress again guys I'm aware some of you asked something 2 years ago and only got a reply now.

I apologise for the wait but I'm busy cooking chicken and a bunch of other things you know. Cheers
Chicken Plucker  [author] Jan 8, 2023 @ 5:13pm 
@Pvt_OBrien - Should be fixed by now.

@Ruby - No, they don't need to be rescued if they are conscious. I understand in real life they may need assistance but I have a lot of limitations in RimWorld.

@MinuteFat - I would suggest bringing your idea to mod-suggestions over in RW discord mate, I'm overwhelmed with stuff. This reply alone took 2 years.

@Zobaken - Intended to work with enemies, seems to be a bug at the moment. I'll ask for it to be sorted. It's cause rescue and "capture" are two different jobs in vanilla.
Chicken Plucker  [author] Jan 8, 2023 @ 5:02pm 
I'm aware the questions are from 2021 here guys but I'll answer your questions now. I've got several mods and a lot of things to do so I apologise my response took this long

@Wandinha Addams - Hello my friend. If its still available, sure. Thanks for your extra effort. Otherwise, thank you anyway for the offer

@Rage
@Kill7X - Your questions are similar. No this mod isn't designed to CASEVAC objects, just downed pawns and no the mod isn't designed to CASEVAC pawns in anything but a bed, not buildings like pods and helicopters. What you can do is set a sleeping spot nearby these areas.

@MatthewGrim - A lot of mods are possible mate but mods aren't easy to make. What you're suggesting needs C# and I have to hire a coder for his time to do something like this. I suggest you go to mod-suggestions on the RW discord if you want this idea to be considered by other modders.